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- Shader "Engine/GridOverlay"
- {
- Properties
- {
- _MainTex ("Tile Texture", 2D) = "white" {}
- _ColorsTex ("Colors Texture", 2D) = "white" {}
- _GridU ("Grid Size U", float) = 0
- _GridV ("Grid Size V", float) = 0
- }
- SubShader
- {
- Tags
- {
- "IGNOREPROJECTOR" = "true"
- "PreviewType" = "Plane"
- "QUEUE" = "Transparent"
- "RenderType" = "Transparent"
- }
- Pass // ind: 1, name:
- {
- Tags
- {
- "IGNOREPROJECTOR" = "true"
- "PreviewType" = "Plane"
- "QUEUE" = "Transparent"
- "RenderType" = "Transparent"
- }
- ZWrite Off
- Cull Off
- Fog
- {
- Mode Off
- }
- Blend SrcAlpha OneMinusSrcAlpha
- // m_ProgramMask = 6
- CGPROGRAM
- //#pragma target 4.0
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
-
- #define CODE_BLOCK_VERTEX
- //uniform float4x4 unity_ObjectToWorld;
- //uniform float4x4 unity_MatrixVP;
- uniform sampler2D _MainTex;
- uniform sampler2D _ColorsTex;
- uniform float _GridU;
- uniform float _GridV;
- struct appdata_t
- {
- float4 vertex :POSITION;
- float4 texcoord :TEXCOORD0;
- };
-
- struct OUT_Data_Vert
- {
- float2 xlv_TEXCOORD0 :TEXCOORD0;
- float4 vertex :SV_POSITION;
- };
-
- struct v2f
- {
- float2 xlv_TEXCOORD0 :TEXCOORD0;
- };
-
- struct OUT_Data_Frag
- {
- float4 color :SV_Target0;
- };
-
- OUT_Data_Vert vert(appdata_t in_v)
- {
- OUT_Data_Vert out_v;
- float4 tmpvar_1;
- tmpvar_1.w = 1;
- tmpvar_1.xyz = in_v.vertex.xyz;
- out_v.vertex = mul(unity_MatrixVP, mul(unity_ObjectToWorld, tmpvar_1));
- out_v.xlv_TEXCOORD0 = in_v.texcoord.xy;
- return out_v;
- }
-
- #define CODE_BLOCK_FRAGMENT
- OUT_Data_Frag frag(v2f in_f)
- {
- OUT_Data_Frag out_f;
- float4 tmpvar_1;
- float2 cc_2;
- float2 tc_3;
- float2 p_4;
- float2 gi_5;
- float tmpvar_6;
- tmpvar_6 = (in_f.xlv_TEXCOORD0.x * _GridU);
- gi_5.x = floor(tmpvar_6);
- float tmpvar_7;
- tmpvar_7 = (in_f.xlv_TEXCOORD0.y * _GridV);
- gi_5.y = floor(tmpvar_7);
- p_4.x = (tmpvar_6 - gi_5.x);
- p_4.y = (tmpvar_7 - gi_5.y);
- tc_3.x = (0.5 + ((p_4.x - p_4.y) * 0.5));
- tc_3.y = ((p_4.x + p_4.y) * 0.5);
- cc_2.x = ((gi_5.x + 0.5) / _GridU);
- cc_2.y = ((gi_5.y + 0.5) / _GridV);
- float4 tmpvar_8;
- tmpvar_8 = tex2D(_MainTex, tc_3);
- float4 tmpvar_9;
- tmpvar_9 = tex2D(_ColorsTex, cc_2);
- tmpvar_1 = (tmpvar_8 * tmpvar_9);
- out_f.color = tmpvar_1;
- return out_f;
- }
-
-
- ENDCG
-
- } // end phase
- }
- FallBack Off
- }
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